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Excerpt

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  1. I am wondering if it has something to do with the fact that the investigation is based on the distracted mechanic and not something else. It would be kind of a shame if it was, as it just seems odd that they would behave the same to a trap (which should otherwise be invisible to them) as they would be to a bomb exploding.
  2. The file you want to modify for this type of mod is: "abilities.gamedatabundle" If you are unfamiliar with the process, I wrote a step by step mini-tutorial in response to another user for the procedure to make a simple mod like this here: https://forums.obsidian.net/topic/97880-where-to-start/?p=2018186 In the section of the specific ability you want to change, with the header: "$type": "Game.GameData.WeaponAttackAbilityComponent, Assembly-CSharp" There will be a line below that looks like: "Type": "Primary" Change "Primary" to "FullAttack", or vice versa if you are doing something like a balancing mod. Hope that helps.
  3. There is a response from one of the Developers on this exact topic here: https://forums.obsidian.net/topic/96849-modding-subclasses/?p=1997468 Hope this helps.
  4. An update on this question for those that may be interested. I am now sure that this behavior is hardcoded in the game assembly. Did some disassembly work and several hours of searching through things, ending up on some very unintuitive portions of code (from an outside perspective). So in short, it is NOT possible to modify the number of traps each character can set at one time through the data tables alone. I think it would be possible to do so through an assembly based hook (which I have never done before), so I may look into how to do that. If it is possible, I may release a mod I plan on making to rebalance traps. Will post again if anything comes of these efforts.
  5. This is an unrelated note to your thread, but can you tell me what you are using to (I assume) decompile the code to take a look at behaviors? I'd like to take a look to see how specific things are being handled for modding purposes.
  6. So I have noticed a very interesting (what I am assuming is a bug), Where AI upon hearing/noticing a trap that has been laid in their area (from stealth by my rogue usually), will receive the distracted debuff and walk to investigate (this is expected). What is not expected is that they will stop IMMEDIATELY on the edge of the trap, it doesn't matter what type or how many enemies there are. In fact, in some areas (such as the Old City Ruins), the massive amount of corpse monster there (playing on Veteran difficulty) have more than once "bunched up" in a semi-circle staring at a trap. I can get them to walk over it if I come out of stealth immediately switching to my pistols and shooting the closest target to incite their wrath. This just seems like rather odd and possibly unintended behavior. I will attempt to take a screenshot of this if I can remember the next time I see it happening (it has happened on at least 5 separate occasions when setting traps). Another problem with traps I've found is that placing traps can be very finicky at times especially traps cast by spells like the lightning ward spell (forget the name atm). I sometimes find monsters standing or even walking through a good bit through the visibly indicated edges of the trap area. The lightning ward does not look small either so it is rather confounding to see it sit there for an entire fight not being triggered as tons of corpses walk past it/through it.
  7. Yeah, I was thinking this exactly. I take back what I said (a bit), after having played a bit further. Efficiently getting in range to pickpocket in some areas is much harder because of the NUMEROUS npcs placed and walking randomly in crowded areas (like taverns/palaces). If you do not sink a ton of points early into stealth (like a member's total of at least 5 and a party bonus of at least 3), I find it is nearly impossible to pickpocket/steal in certain areas. I would give a couple of specific examples I have encountered already (but no spoilers forum). A quick tip for those that are having trouble: use the spark crackers explosives. They do not aggro or initiate combat on non-hostile npcs, and they will go look at the area (very briefly). I would like to see companion reactions to stealing, and also a higher requirement for looting items (especially more valuable ones) in terms of the "sleight of hand" talent score. Right now I can have like only 3 or 4 points into this and rob tons of gold/items from everyone and every container without being noticed. It makes no sense in both an immersion sense or a balanced sense to not have this higher for certain items compared to others.
  8. So in actuality, you CAN technically use more than 1 trap at a time. It seems that there is a limit to 1 trap per party member. This presents the annoying frustration of rotating out traps into quick slots, and running all your party members to different locations to set up traps, which if you want everyone to trap a location can take a while. Add to that those of us that would like to set up other things before some harder fights (like buffing with drugs/spells etc) and this can add up to arranging things for a solid 2 minutes. I find myself quicksaving before and after I have things set up in some fights, simply because it is easier to revert everything with traps and stuff by loading an earlier save. An alternative to this problem I think, is to tie damage/effectiveness to a member's mechanics/alchemy skill(s), nerf the base damage/effect durations and allow for multiple traps usage of a single character. I would like to make a mod to do exactly that, and I think I could do the former stuff but I have yet to find a way to change the ability to lay more than one trap without it disarming.
  9. First, I would like to say that overall I have really enjoyed POE II. Also, having enjoyed the first game several times through, I have to say this is definitely a step up in terms of gameplay mechanics, story, and a much larger variety of play styles. It makes me happy as someone who almost always roles a rogue-like class of some kind for their first playthrough in games like these, that the class seems to have been drastically improved in many ways from the original. I have a couple of points already that I would like to give some feedback on though. 1. I really love games that allow my rogue to pickpocket people. However, the way it has been implemented in this game (Currently I mean, I hope it will be improved in future updates) leaves something to be desired. Or rather, I should say too much to be desired. Stealing as I have found it so far in this game (after several hours of gameplay) is not only extremely easy, but there is literally no downside that I can see to not robbing every hapless unaware person blind. 2. Pickpocketing and stealing from containers should have some kind of different system (or even additional if you like to go down that road) to the sneak/stealth system. I understand and love RPGs and their need for fantastical suspension of disbelief, but there should be a balance, and especially one that adheres to the actual reality of the game world. I shouldn't be able to just waltz right up to a stranger practically from the side (where they would definitely see me in peripheral vision) and just grab tons of their jewel's, wages, and potions. Especially with literally no risk of being caught/reprimanded/put in jail or really anything negative. As it stands now there is simply no reason not to pickpocket every single person you come across unless you are VERY strictly sticking to the role play of a specific character and are only playing a "lawful good" sort of guy/girl. 3. The number of traps I can lay, I have actually been looking for a way to mod this particular aspect of gameplay in the data tables which are exposed to us modder types this go around (thank you for that btw, big improvement over the last game). But I have a feeling that this particular aspect is hardcoded or scripted in some way. I was really happy to see that traps were kind of buffed in this game compared to the last one (there are also more of them). That said, so far I have not found a way to use more than 1 trap (maybe there is something later that I am missing). I would just really like the ability to lay more than one trap as a master of stealth, who has sunk many points into mechanics and has several stacks of traps. I accumulate them faster than I can use them which I find rather frustrating honestly. I might add more later these were just my initial criticisms. Overall good job, I know there are still many bugs that others have cited (I've encountered a few myself), but I have faith that they will be mostly fixed in a reasonable amount of time.
  10. I have been trying to find a way to allow for more player traps to be placed at one time. I have looked through every data table exposed in the exported folder, and can not seem to find anything that will let me modify this number. I have a feeling that it may be unfortunately hardcoded, or scripted. Has anyone had any luck extracting POE II Unity Asset files as of yet? If there is a way perhaps I could try overriding a script or at least looking there for an answer on this. It just really irks me that I cannot lay more than one trap at a time. I realize this was most likely done for balance reasons, but I would love to take a crack at rebalancing these traps to make them more strategic as I love building stealthy rogues. My playthrough I'm doing now is a rogue assassin so I would really like to be able to do this. Any help would be greatly appreciated.
  11. @londo Modding these types of small changes in Deadfire is very easy. Here is a set of instructions for this specific example you asked about (Changing a class skill from Per Rest to Per Encounter). 1. Navigate to your "(User Drive Installation Directory)/steam/steamapps/common/Pillars of Eternity II/PillarsOfEternityII_Data/exported/design/gamedata/" directory. 2. Open the "abilities.gamedatabundle" file. Note: This is a JSON format file, it just has a different file extension. Any text editor should be able to open this file. I recommend using Notepad++ as it has features which make locating specific values and formatting easier. Note: If for some reason you see an unformatted single line of code, I recommend installing the JSON Viewer Notepad++ Extension as it has an auto-formatting feature for JSON files. It can be found on the projects github repository here: https://github.com/kapilratnani/JSON-Viewer or via the Notepad++ plugin manager list if you have that installed already. 3. For this example, we will modify the "Gaun's Pledge" ability to be a per encounter ability instead of per rest ability. I chose this because there are not many straight "per rest" abilities in POE II except for items and a few other things. This one is also available extremely early so you should be able to test easily. 4. With the "abilities.gamedatabundle" file open and notepad++ window active, press ctrl+f key to open the find dialogue box. Type in or copy paste the keywords of the ability you are looking for here, in this case, it would be "Gauns_Pledge". Hit the find button. You should arrive at a highlighted line that says: "DebugName": "LAX00_Gauns_Pledge_Ability", this is typically the name referenced in the POE II console and debugger. 5. Scroll down from there several lines until you find the line: "UsageType": "PerRest". Note: All entries have this component so it is imperative that you locate the line that is within the brackets for the same entry in which the DebugName line resides. If you are unsure what I mean by this please refer to the following code section below in the spoiler tags. 6. Change the "PerRest" value in the "UsageType" component entry to say "PerEncounter". 7. Create a new file in NotePad++ (do not save it until step 10). Now Copy/Paste the entire section starting with the '{' curly bracket above the line in the same section that says: "$type", and ending with the '}' curly bracket below the section: { "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp" }] Note: Do not copy the comma after the bracket. You only need commas between entries if you are making changes to more than one in the same file/block. Finally, scroll to the top of the original file you were copying from, and copy the very top section of code that looks like this: { "GameDataObjects": [ Paste it directly before the block you copied into your new file already. Scroll to the end of your new file, and after the closing '}' curly bracket make sure to put a ']' closing square bracket. Hit enter to make one last line on the file and type another '}' closing curly bracket. 8. Minimize Notepad++, then find a location you are comfortable saving your mod data. Note: This is important to make a file structure to override the default game data without actually overwriting the original. Overwriting the original data is not advisable and could cause data corruption or other problems. 9. Create a new folder wherever you chose before and name it "override". Inside this folder make another folder, it can be named anything though it is best practice to name is something specific to your mod's name, edits, etc.... So for this example name the folder "BetterGaunsPledge". Open this folder, and create another new folder, name it "design", open that folder and create one last folder inside it called "gamedata". Note: This folder structure must be exact so as to mimic the folder structure of the base game's data. 10. Unminimize NotePad++ and select File > SaveAs. Name your new mod file something appropriate, and save it inside of the "override/BetterGaunsPledge/design/gamedata/" folder. In this case, I chose to name it "BetterGaunsPledge.gamedatabundle". 11. Cut/Paste then entire override folder that you created to the "(User Drive Installation Directory)/steam/steamapps/common/Pillars of Eternity II/PillarsOfEternityII_Data/" directory. 12. You should now be finished, you can load the game and test any changes made in the mod. Note: Another quick related thing you can do to abilities like this is change the "UsageValue" entry. This is the number of times you can use an ability before needing to recharge it. So for instance additionally changing it from 2 to 3 in this example, would give the Gaun's Pledge ring 3 charges "PerEncounter" instead of 2 charges "PerRest". Note: In case this was all too confusing for anyone reading. The code below in the spoiler tags is exactly what you should end up with in your new file by the end of these steps. Included it for reference. I hope this mini-tutorial helps some people.
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